Experience Design

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Thursday, 18 November 2010

Experience Sense of Touch Through Haptics

Posted on 07:49 by Unknown
Human Computer Interaction (HCI) is considered to be the intersection of computer science, cognitive science, design and several other fields of study, and is a multidisciplinary field centered on people’s interactions with computers in various respects. Practitioners and researchers endeavor to understand people’s behaviors and actions in order to make computers more usable and receptive to people’s needs. People interact with machines using their physical senses including sight, hearing, taste, smell and touch. Wikipedia notes, “Senses are the physiological capacities within organisms that provide inputs for perception” [1]

The importance of touch in HCI
One way of interacting with a device is by using the sense of touch. “The touching is not limited to feeling, but it allows interactivity in real-time with virtual objects” [1]. In HCI, Haptics is a field that allows people to interact with computers. A haptic device gives people a sense of touch with computer generated environments, so when virtual objects are touched, they seem real and tangible [2]. Haptic devices are capable of measuring bulk or reactive forces that are applied by the user; it should not be confused with touch or tactile sensors that measure the pressure or force exerted by the user to the interface.

“Haptic technology, or haptics, can be defined as feedback technology that takes advantage of a user's sense of touch by applying forces, vibrations, and/or motions to the user” [1]. Haptics are implemented through different types of interactions. These interactions can be categorized into the different types of touch sensations a user can receive—force feedback, tactile feedback, and proprioception (or kinesthesia) [3]. For instance, you can change a conventional mouse into a haptic mouse by adding force feedback capability, or, in other words, a haptic mouse reacts to responses for users to make a decision.



Examples of where it is used and who benefits from haptic device
In recent years we have seen how the sense of touch has become an integral part of how we experience things, both physically and emotionally [2]. Haptic devices can be used in different applications including computers, video games, mobile consumer technologies, research, medicine, and robotics.

Most of us are familiar in using touch screen technology on cell phones; a person can interact with electronic visual display using the sense of touch. It is said to be a haptic touch screen when it provides users with true tactile feedback that supports a multitude of touch and gesture effects [4].

Haptic devices provide greater potential for people who are visually challenged. Haptic technology can assist a blind person in making right decisions while interacting with technology using the feedback provided to them. A recent study conducted at “VI Fit” [5] provides evidence for how a haptic device can benefit blind users.



Product Designers can benefit from free form modeling on products. Three-dimensional detailed shapes can be formed for manufacturing if input devices that give touch feedback relating to the "surface" they are modeling allowing faster and more natural workflow than with traditional methods [5]. These technologies could help designers creating video games with rich rendered Three-Dimensional environments that can be hard to navigate on a two-dimensional screen.

An experienced designer can create interfaces through which the end user can feel the product before purchasing the product. Designers can provide a greater experience for end user allowing them to feel the product with their own hands, for example, when an end user wants to buy a luxury watch such as Breguet. Haptics is an emerging field in HCI and many researchers around the globe are working on providing a physical experience for virtual objects.

Thanks to Vinay Dixit for reviewing

References:
[1] http://en.wikipedia.org/wiki/Haptic_technology
[2] http://home.novint.com/novint/whatis3dtouch.php
[3] http://electronics.howstuffworks.com/gadgets/other-gadgets/haptic-technology2.htm
[4] http://www.pacinian.com/applications
[5] http://www.sensable.com/products-freeform-systems.htm
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Posted in Experience Touch, Game Design, Haptics, Visually Challenged | No comments

Tuesday, 16 November 2010

Using Patterns Around Us as Inspiration

Posted on 21:50 by Unknown
Last Design Friday, we had a session on using 'Patterns' we see around us as an 'Inspirational' source book into our design, mainly to help define UI Patterns.

The objective was to use these patterns (from our surroundings) to solve some of the design problems in the UI.

Below are few pictures from that session:
Collage of patterns folks captured from their surroundings -


Participants in the workshop -





Presentation by attendees...


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Posted in design fridays, inspiration for design, ui patterns | No comments

Tuesday, 9 November 2010

Rapid prototyping for tangible user interface designs

Posted on 08:55 by Unknown
As designers we apply participatory approaches of engaging users and stakeholder in the design process for better design outcomes. Using white board, affinitive mapping, brainstorming, wire-framing, prototyping etc. in order to arrive at functional specifications are common practices required in product development. These activities not only serve the purpose of design but also to communicate ideas and concepts to various stakeholders.


The idea is to understand if conventional design techniques would stand complexities around designing Tangible User Interfaces (TUI). Let’s explore in detail. TUI is a user interface, where a user interacts with digital information through physical representation.  Designing for TUI brings various challenges to designers primarily due to physical representation of digital information and variety of complex interactions available. Watch this video for a better understanding. 




For designing a TUI system, a designer needs to consider physical objects, physical actions, interactions and physical environment because everything is an interface that interacts. More than just complexities around TUI itself, there are challenges with respect to effective communication of design concepts to stakeholders for their buy in. This leads to a few questions to our use of conventional design approach. How effective our conventional design approached would be for TUI designs?  Should we adapt to rapid prototyping technique? Would rapid prototyping help designers conceptualize and communicate ideas better.


Consider a brainstorming session; we bring a mix of designers, developers, implementers, managers, stakeholders and users. Brainstorming brings ideas to the table in order to solve a design problem.  During such sessions, the effectiveness of communication is maintained by making use of whiteboards, post-its, paper and pen. Mostly the systems we design are for two-dimensional space. But when it comes to design for three-dimensional spaces, we should be using three-dimensional objects. We know it is important for people to express their views and have effective communication to develop innovative ideas. Rapid prototyping with three-dimensional object would be major drive to bring people into action.


In designing for TUI, it seems important for designers to use three-dimensional objects for prototyping. By introducing such dimensions communication and engagement of groups can be increased. This could help designers to visualize the space that they are designing for. And in addition, designers can investigate on affordance and metaphors used of the group to formulate the thought process. This approach can produce positive outputs during discovering phase of a product development lifecycle and to frame them during definition phase.

Special Thanks to
Vinay for editorial hands
Tangible Bits for sharing the video
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Posted in Rapid Prototyping, Tangible User Interface, TUI | No comments

Monday, 18 October 2010

Is Crowdsourcing firing Designers?

Posted on 02:45 by Unknown
Recently when customers rejected the new redesigned GAP logo, GAP decided to crowdsource the redesign exercise to help define their brand.
The entire GAP redesign exercise emphasized that if designers do not do their job well and management do not make wise decisions, the customers reject it (after all the customer is the king). And they will also suggest a redesign of the brand for you!


There may be many reasons why the design exercise could have gone wrong - like management making all the design decisions or underestimating design or their customers (thinking they would blindly accept their chosen logo). The management have realized that their decisions are not final, even when it comes to logo redesign. And the outpouring on the social media on this topic suggests customers do care for products they have been buying over the years.

As the blame is now on the design firm who came up with this logo and GAP having decided to crowdsource instead, how do the rest of us (designers) ensure we do not fall into such situations? And how do we ensure crowdsourcing does not fire us and instead we work hand in hand. Moreover, what will our role be henceforth?

If you look back, from the time digital media entered the lives of designers (in 90's), designers needed to had these basic skills:
  • Idea generator, Creative, at times think out of the box
  • Understands problems, users and provides appropriate solutions
  • Produce aesthetically pleasing designs – have good knowledge in color theory, typography, layout, etc.
  • Apply usability/ ergonomic principles
  • Be proficient in all design softwares (esp. Adobe products)
  • Work with team

With the explosion of the internet since late 90s, where anyone can access basic tutorials on Graphic design and opensource tools like GIMP, consumers are now taking a shot in designing, just like photography. And companies are trying to capitalize on this through ‘crowdsourcing’, just like what GAP is doing now, as it turns out much cheaper than hiring a design firm! Added to this, the design is created directly by the end user and their needs are being stated through design.

An amateur designer can have all the points mentioned earlier to a certain extent. S/he may be creative, have ideas, execute solutions in an amateur manner using the design tools. There will be more tools in future which will auto-suggest color combination, layout (just like what templates have already begin to do now)

However, crowdsourcing will also generate enormous individualistic data and management will still need to pick the right design which will reflect everyone's perception of the brand or idea. This is where we designers can capitalize.

Our roles in future will mainly be to –

Engage users
We will need to draw ideas from everyone, while allowing everyone to express themselves, which in turn makes customers feel they are being engaged in the entire exercise. We collect their inputs (data) for our design process and to further validate our design to the client with the populist data. We can also revalidate our design again through crowdsourcing and when the design is finally out in the market, the users will be proud of the outcome!

Analyze and draw insights
We will need to use crowdsourcing for design research to get insights to our design. The data collected from users through crowdsourcing (eg: pictures of their daily routine, etc.) will ultimately help create better products.

Induce design thinking
A designer will need to induce design thinking in the organization or team, and drive the design exercise, with team members, stakeholders and customers, getting their hands dirty in design implementation. A designer’s role will be to facilitate and bring out the best ideas from everyone and manage the entire design exercise! And use ‘Crowdsourcing’ as one of the methods from user research to design implementation.

And how do we designers achieve this - We will however need to focus more on design strategy and behavioral aspects. The technical aspects like layout, typography, usability heuristics will be automated in future. We will need to think cross-disciplinary rather than specialize in individual fields like graphic, fashion or industrial design in future.

The client/ management will also need to understand the importance of design, branding and be more involved in the design exercise while giving powers to the designer to make strategic decisions.

Thanks to Vinay and Anshuman for their inputs on the role of a designer in future.

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Posted in crowdsourcing, design, User Experience Design | No comments

Thursday, 7 October 2010

'Change by Experience Design' Approach

Posted on 10:37 by Unknown
All disciplines change continuously, be it management, engineering, medical science, or design. Change is critical and, at the same time, dynamic. It needs to be managed gradually by people in practice. Quality that was once a differentiating factor and a competitive advantage is now a factor of hygiene and is rather expected by default. Similarly, practices such as TQM and Six Sigma that were once central to businesses are still of value but are unable to provide the next big boost.

Businesses have the tendency to think inside-out even when they consider external forces such as market demand and competition. The focus is more on ‘How’ can we better what we are doing in current business practices. Mostly this ‘how’ thinking leads to small refinements and incremental changes only.

We as designers (user experience designers in this case) argue that design is fundamentally different, both by thinking and execution. A design approach needs to impact the ‘how’ thinking of businesses. Design needs to become the centripetal force of an organization to make it think more of ‘What?’ than ‘How’.

Focus on customer needs, not products – Instead of getting into the race to bring new product features to market, companies need to refocus on the needs of their customers. Some of them may want fewer features and yet simple and intelligent stuff.

Understand people and context, not just 'users’ – When we talk about customers, they are more than just 'users’ of a system – users that are defined by segment, roles, knowledge, skills, demographics, etc. We need to see beyond their learned behaviors, mental models, mindset, tasks orientation, etc. and must start looking at other dimensions that can provide a complete picture of a person. This means we must understand that our customers are people with natural behavior and desires affected by beliefs, attitude, expectations, personality, prior knowledge, experiences, and emotions, and more.

Look beyond tasks and explore ‘activities’ – Activities can be task or goal agnostic. For example, entertainment-oriented experience such as watching television is a passive way of consuming content without really a goal-focused task. Unilever ice cream truck can be another such example. This means, designers need to understand the motivations behind activities rather than looking only at the tasks performed. The motivations behind an activity could be social, monetary, emotional, and/or ideological.

Reinforce brand with every interaction, not just by communication – Traditional brand messaging is losing its power to influence consumers and therefore there is a need to expand branding efforts beyond marketing communications, to define how customers should be treated and engaged. This is the reason why some of the traditional creative and branding agencies are either transforming into digital agencies or are losing ground. Brands need to continuously innovate and find newer ways to translate their brand attributes and promises into interactive experiences for their customers.

Customer experience design and delivery is a competence, not a function – Designing great experiences is ain't a designer’s job alone – strategists, technology geeks, subject matter experts, and customers are equally responsible and participative in the entire process. Similarly, delivering great customer experiences cannot be achieved only by a small group of people, rather everyone in the organization needs to be fully engaged in the effort as the impact needs to be made at all levels in an organization, including its core value system.
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Posted in User Experience Design, UX design principles | No comments

Monday, 4 October 2010

Playful children and creative thinking

Posted on 04:57 by Unknown
Children are a great source of creativity when it comes to games and entertainment. Children are interesting to be learned and studied. Kids seem to be ignorant, but they are very creative than most adults are. They can turn anything into a game. Here you can see the pictures of children playing. I found them pretty interesting, I observed them playing some sort of a game for a while and it gave me insights on the creativity of design.


Setting up the rules                 
They played this game for about an hour or so. To my amazement, I found that they were following some protocols or rules for this game. It seemed to me that players played the game with predefined game rules. This game consisted of two teams, one on one side and two boys and on the other side. And a baby girl was accompanying them, but did not participate in the game. As I think, the girl is about 18 or 19 months old and probably can’t participate. The players are trying to hit the other player with the sack as seen in the picture. And there was some kind of point system based on the hitting other team. They have made boxes for each team; a team member is not allowed to step outside the square. And if you step outside of the square, if so you lose some points.


If I were to design the game, I will probably relate to the pillow fight that I had with my brother in my childhood. Well, I do not know, how these children made this entertaining game for them. What kind of strategic planning they did? Did they relate to some other game? What is the metaphor they used here? Are there any similar games available? Are they following some framework? Many questions cross my mind.

Creativity with fewer resources
These children are not receiving healthy food, medical facility, not even having proper sanitation facilities, and not having proper shelter. I would doubt that they would have ever played with a toy. They lack the resources that we have in our daily lives. But they do not lack in creativity. I felt that they are amazing designers. They made a game with fewer resources they got.


We also work with fewer resources such as time and money. Our client creates our world wherein we are set to deliver them enjoyment based on the resources they have provided. A designer’s puts on creative hat to provide innovative solutions. We perform strategic planning to determine how we go about doing our activities. We further set rules on how a system should look, what kind of functionality it should possess, how it should behave, we try to determine user goals, usability goals and many more. We provide creative designs to our customer and provide them greater satisfaction and better experience.

Children may not be thinking any of these things that we think about. All that they want is to enjoy the time that they have. As these children, we should thrive to produce creative product in a new way, or invent something that does not exist or reapply an existing process or product into a new or different domain. Hence, creating better experience and happiness to our customers as well for us.

Thanks to Vinay for the reviewing of this post. 
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Wednesday, 22 September 2010

Cooking the Engaging Experience Iteratively

Posted on 20:24 by Unknown
Iterative design is like preparing the popular sweet of West and South India – Puran Poli (in Marathi) or Holige’ / Obbattu (in Kannada).

Traditionally, the entire process of making Puran Poli was very social, where women gathered around and would discuss their problems or share their joys while preparing the dish.

Image source: http://swadofindia.blogspot.com/2007/03/too-many-cooks.html
In the design process, we can start with brainstorming sessions and interactive workshops which ‘engage’ the stakeholders, team members and end users to make the product create the ‘engaging experience’. We can also collectively derive at ‘Scenarios’ to capture the ‘social’ aspect of the product being designed.

A scenario talks about the user, situation and user’s goal. Let’s assume we are designing a mixer grinder (blender), one of our scenario can be ‘Mrs. Joshi and her friends want to make a traditional sweet dish for Ganesh Chathurthi. She needs the blender to help her prepare the sweet while talking to her friends’. Mrs. Joshi will then need a mixer which does not disturb the conversation with her friends. If so, then it needs to make very little noise so that it does not drive her friends away from the blender or disrupts the ‘engaging experience’.

Engaging experience can be built iteratively by thinking on 'what features to have', 'how to implement' and 'when to implement'. Iterative design involves building the core essence of the product first and later building over and around the core essence in several sprints. Just like the puran poli where the ‘core’ is jaggery and channa dal, which gives the dish its taste.

Image source: http://swadofindia.blogspot.com/2007/03/too-many-cooks.html

The process of preparing the ‘core’ (Hoorna or Puran) begins with the right mixture of jaggery, channa dal and cardamom. This mixture can be eaten as is and is the bare minimum to be considered a sweet by itself. This is similar to KANO’s model of ‘Must haves’ in a product. So in the above scenario, the ‘Must haves’ of the blender is built around the features supporting the ‘quiet performance’.

Image source: http://swadofindia.blogspot.com/2007/03/too-many-cooks.html

Once the goals and scenarios to achieve the goals have been established, the next process is to divide these into iterations, on how to achieve the must-haves (core), the extended features and the delighters.
While making Puran poli, the next stage will be to use the core (Puran or Hoorna) as a filling. This is similar to the extended features the product will have around to enhance the ‘core’ or goal.

Image source: http://swadofindia.blogspot.com/2007/03/too-many-cooks.html

Here, we can re-validate our features which go around the product. Can it still be packaged as puran poli or if suddenly realize there are no right ingredients, can it be packaged as something else like Kadabhu (Karjai). Either ways, the core (jaggery+ channa dal) still remains the same.

In iterative design process the requirements may change over course of time, however the ‘goal’ of the user still remains the same. Eg: The blender instead of just being table top can now be combined with a micro-wave oven, so that it cooks while blending. Or, an application to help users get live traffic update can change from being a web application to a mobile application to better help users while driving. In both examples, the goal – ‘to provide quiet performance’ or ‘to get live traffic update’ remains the same as the ‘core’ filling of Puran poli or Kadabu.

Image source: http://swadofindia.blogspot.com/2007/03/too-many-cooks.html

Once the decision has been made, the next level of preparation begins. The Puran poli is fried and the product is ready to be packaged.

Image source: http://swadofindia.blogspot.com/2007/03/too-many-cooks.html

Finally, packaging the product is similar to serving Puran poli with ghee on top or serving it with milk on a banana leaf. The aroma creates the aspect of ‘delight’. Just like how products need to have ‘delighters’ or pleasant surprises which helps go beyond the basic necessities.

Image source: http://swadofindia.blogspot.com/2007/03/too-many-cooks.html

The core of the Puran poli can also be extended to other dishes. Usually the left-over hoorna is used for making a special rasam - Kattina saaru (in Kannada) or Kaatachi Aamti (in Marathi). The experience is extended as it is had after eating the sweet dish. Or, even if someone does not have the puran poli itself. This is similar to extending a product’s brand to other mediums. Eg: creating a section on Facebook or Twitter to market the product.

Throughout the entire process of preparing Puran Poli - from planning, cooking, to serving, and even eating it, is very interactive, spontaneous and social. These are the qualities we designers need to incorporate to make our design process more ‘engaging’ apart from providing an engaging experience to the end users. We need to ensure we engage our stakeholders and team members in all stages of our design process to decide on ‘what the product will have’ and ‘how to implement the product’.

Few methods a designer can use - User stories are helpful to begin and also draw boundary for conversation between team members. Creating story maps based on scenarios along with other team members can help decide how to iteratively develop the product. Interactive quick sketches by inviting other team members to sketch (if they wish) their ideas on top of our sketches or critique your sketches also leads the team to engage in your design and encourages to be expressive as well.


Thanks to Swapna for sharing these awesome pictures on preparing the Puran poli. Recipes to make other delicious dishes can be found on her blog - http://swadofindia.blogspot.com/
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Posted in engaging experience, iterative design, UX and agile, UX planning | No comments
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